忽視無用的玩家反饋的7大方法

作者:Tanya X Short

作爲遊戲開發者,你總是會盡早將遊戲呈現給其他人並希望獲得反饋。但是所有人(特別是遊戲設計師)都知道獲得無用的反饋是很受挫的。說實話,我們所收到的大部分反饋,或者說基本上都是無用的。

所以在本文中我將分享一些幫助你略過那些不值得你花費時間的遊戲測試者,特別是當他們的反饋並不是你想要聽到的反饋時。

feedback(from 25pp)

feedback(from 25pp)

1.你需要提醒自己他們並未領悟要領。這點較爲全面。該列表中的另一個要點只是這一點的備份計劃。如果遊戲測試組並不能理解你的遊戲,那可能只是因爲他們不如你聰明。即使這是一個有效的觀點,但是在未來它也有可能被糾正過來,所以就不要浪費時間去聽取這些內容了。

2.明確地向遊戲測試者解釋他們不能理解的內容。如此他們便不會想出那些可能誤導任何遊戲設計師的觀點,而如果你只是告訴他們你嘗試着做些什麼並解釋你現在的想法的話,他們的反饋便有可能更接近“你很棒”的情況。

3.向他們展示如何正確地遊戲。如果他們仍然不理解的話,這時候你便需要把握主動權並呈現給他們正確的遊戲方式。這是確保遊戲能夠按照你想要的方式進行的唯一方法,而這也能夠正確引導在旁觀看的測試者。當他們再次拿回控制權時,他們便能夠掌握要領。

4.他們是否比你年輕/沒經驗?另一個關於反饋無用的標誌便是當測試者還只是孩子時。他們並未在最早的PlayStation上玩過你最喜歡的RPG。如果他們並未徹底完成《暗黑之魂》或者很少在Youtube上觀看遊戲相關視頻,那麼他們的大腦便不可能像你這樣快速運轉。所以你不需要獲得這些人的反饋。

5.他們是否較爲年長/與遊戲產業不相干?看吧,他們只是突然出現並說些無關痛癢的話。作爲一名遊戲設計師,你需要把握自己的目標用戶羣體。任何與你年紀不同的人的思維都有可能與你不同。較年長的人的觀點可能會參照雅達利遊戲,或者他們會抱怨Youtube文化,即表現出他們自己與現代發展的格格不入。所以你大可以忽視這些人的觀點。

6.不要讓他們玩你的遊戲。避免收到不需要或無用反饋的最佳方法便是不要讓這些人玩你的遊戲!所以當你在創造遊戲時最好將其藏在一個隱藏文件夾中。就像我會給自己的祕密遊戲文件夾命名“稅“,甚至連我的合作者也不知道它的真實身份。

7.不要創造遊戲了!祕密總是會泄露出去的。所以除非你在創造完遊戲後摧毀你的硬盤,否則總是會出現一些人來玩你的遊戲並徹底毀掉它。所以確保你不會收到任何無用且煩人的反饋的唯一有效的方法便是不要創造任何遊戲。如此也就不會出現這種問題。至少你那美好的想法還是會完美地保留在你的夢中。

這也是《月之戀人》永遠未曾真正存在的原因,因爲任何不適當的玩家都有可能將其摧毀。絕對不要在兩週內便進入一個封閉的測試階段!

當遊戲還處於不完善階段時,你能夠更輕鬆地保護它。作爲一名專業創造者的部分職責便是創造出能夠與別人進行交流的作品,即別人可以無需你的解釋便能夠理解它。所以讓你放下不安全感並專注於創造更出色作品這一目標至關重要,如此你便能夠無需任何擔憂而獲得自己需要的反饋。

這並不是說你應該接收所有的玩家建議和抱怨!你是一名設計師而非政府委員會。但是直接無視任何誤會也很危險,因爲如此你也有可能遺漏掉那些很難再找到的可貴觀點,如此你便是在浪費自己的測試時間。

本文爲遊戲邦/gamerboom.com編譯,拒絕任何不保留版權的轉發,如需轉載請聯繫:遊戲邦

Top 7 Ways to Ignore Player Feedback

by Tanya X Short

As a game dev, you’ll be showing your game to people ASAP to get feedback. But everyone knows (especially game designers) that it’s hard and frustrating to get feedback that isn’t useful. Which, let’s be honest, is most or maybe even all of it.

So here’s some handy tips on how to ignore those pesky playtesters that aren’t worth your time… especially when their feedback isn’t the kind you want to hear!

Remind yourself that they don’t get it. This one is pretty much a catch-all. The other points in the list are just back-up plans. If a playtester doesn’t understand your game, it’s probably because they are not as smart as you. Even if it is a valid point, it might also be fixed in the future, so don’t bother listening.

Clarify to the playtester what they didn’t understand. Okay, so they’re dumb enough to come up with completely bizarre misinterpretations of what’s obvious to any game designer, but if you just tell them what you were trying to do, and explain what you’re thinking, that might help their feedback get closer to the “you’re awesome” zone.

Show them how to play it correctly. If they STILL don’t get it, just take the controls and demonstrate the right way to play. This is the only way to ensure that the game plays exactly how you want it to, and besides, it will be educational for the tester that watches. When they get the controller back, maybe they’ll start to get it.

Are they younger/less experienced than you? Another great sign that feedback is useless is when someone is just a kid. They didn’t play your favorite obscure RPG on the original PlayStation? Useless. If they haven’t 100% completed Dark Souls, or watch too much Youtube, their brain is probably mush anyway. No need for their feedback.

Are they older/irrelevant? Look, let’s just come out and say it. As a game developer, you’re in tune with the target demographic, right? Anyone not exactly the same age as you just won’t have the right vibe. Older people do things like reference Atari games, or complain about Youtube culture, and thereby show that they are completely out of touch with the modern reality. Their opinion on your game can be safely ignored.

Don’t let them play your game. The best way to avoid unwanted, useless feedback is not to let anyone play your game! As soon as those grubby mitts touch the controllers/keypad/headset, your grand vision will be reduced to a bunch of bleeps and bloops, and these mortals will have the audacity to critique your beautiful creation! So when you make your game, stow it away in a hidden folder. I like to name my secret-games folder “TAXES” so that even my partner leaves it alone.

Don’t make games at all! The thing about secrets is that they tend to get out. So unless you burn your harddrive after making the game, eventually someone might play it and ruin everything. So the only sure way to not get useless, annoying feedback is to not make any games. Problem solved. At least you still have your journal of ideas, perfect and untouched in your dreams.

This is why Moon Hunters will never exist because greasy gamer hands would ruin it. Definitely not entering a closed backer beta in two weeks. Nope.

Seriously though, it’s very easy to get defensive about your game when it’s raw and rough. You see the potential, and it hurts when others don’t. I get it. I’ve been there. But part of being a professional creative is making work that speaks to others, which others can understand, without your translation or interference. It’s crucial to let your insecurities drift away and stay centered in your goals for your work, so that you can take feedback and consider it without fear or assumptions.

This isn’t to say you should take all player suggestions and complaints at face value — don’t be absurd! You’re a designer, not a government committee. But it’s nearly as dangerous to dismiss misunderstandings too quickly, and doubly sad because you then miss out on an otherwise difficult-to-find insight.. and on top of that, wasted your time “testing”.

Have more handy tips for “processing” player feedback?(source:Gamasutra